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1b1713625c
Previously when trying the three different texture types to create an automagic texture it would handle the out-of-memory error specially and bypass trying the remaining texture types. Presumably the idea is that out-of-memory is a serious error and it can't be recovered from. However, in the case of atlas textures, this error will be thrown if the texture is too large to fit into an atlas. In that case it makes sense to try another texture type so that it can fallback to using a sliced texture. I think conceptually each different texture type will have different memory requirements so it seems reasonable to try the others if there is not enough memory for one of them. This was causing cogl_texture_new_from_data to break when loading very large textures because it wouldn't end up slicing them. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit ad6968135a01823eb6a94668dd22c7a4df6f9327)
338 lines
12 KiB
C
338 lines
12 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009,2011,2012 Intel Corporation.
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* Copyright (C) 2010 Red Hat, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Matthew Allum <mallum@openedhand.com>
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* Neil Roberts <neil@linux.intel.com>
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "cogl-context-private.h"
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#include "cogl-texture.h"
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#include "cogl-util.h"
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#include "cogl-texture-2d.h"
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#include "cogl-primitive-texture.h"
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#include "cogl-texture-2d-sliced-private.h"
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#include "cogl-private.h"
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#include "cogl-object.h"
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#include "cogl-bitmap-private.h"
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#include "cogl-atlas-texture-private.h"
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#include "cogl-error-private.h"
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#include "cogl-texture-rectangle.h"
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#include "cogl-sub-texture.h"
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#include "cogl-texture-2d-gl.h"
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CoglTexture *
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cogl_texture_new_with_size (unsigned int width,
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unsigned int height,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format)
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{
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CoglTexture *tex;
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CoglError *skip_error = NULL;
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_COGL_GET_CONTEXT (ctx, NULL);
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if ((_cogl_util_is_pot (width) && _cogl_util_is_pot (height)) ||
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(cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_BASIC) &&
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cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP)))
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{
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/* First try creating a fast-path non-sliced texture */
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tex = COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx,
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width, height,
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internal_format));
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/* TODO: instead of allocating storage here it would be better
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* if we had some api that let us just check that the size is
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* supported by the hardware so storage could be allocated
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* lazily when uploading data. */
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if (!cogl_texture_allocate (tex, &skip_error))
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{
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cogl_error_free (skip_error);
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cogl_object_unref (tex);
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tex = NULL;
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}
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}
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else
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tex = NULL;
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if (tex)
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{
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CoglBool auto_mipmap = !(flags & COGL_TEXTURE_NO_AUTO_MIPMAP);
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cogl_primitive_texture_set_auto_mipmap (COGL_PRIMITIVE_TEXTURE (tex),
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auto_mipmap);
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}
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else
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{
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/* If it fails resort to sliced textures */
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int max_waste = flags & COGL_TEXTURE_NO_SLICING ? -1 : COGL_TEXTURE_MAX_WASTE;
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tex = COGL_TEXTURE (cogl_texture_2d_sliced_new_with_size (ctx,
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width,
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height,
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max_waste,
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internal_format));
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}
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return tex;
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}
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static CoglTexture *
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_cogl_texture_new_from_data (CoglContext *ctx,
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int width,
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int height,
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CoglTextureFlags flags,
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CoglPixelFormat format,
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CoglPixelFormat internal_format,
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int rowstride,
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const uint8_t *data,
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CoglError **error)
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{
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CoglBitmap *bmp;
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CoglTexture *tex;
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_COGL_RETURN_VAL_IF_FAIL (format != COGL_PIXEL_FORMAT_ANY, NULL);
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_COGL_RETURN_VAL_IF_FAIL (data != NULL, NULL);
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/* Rowstride from width if not given */
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if (rowstride == 0)
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rowstride = width * _cogl_pixel_format_get_bytes_per_pixel (format);
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/* Wrap the data into a bitmap */
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bmp = cogl_bitmap_new_for_data (ctx,
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width, height,
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format,
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rowstride,
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(uint8_t *) data);
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tex = _cogl_texture_new_from_bitmap (bmp, flags, internal_format, error);
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cogl_object_unref (bmp);
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return tex;
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}
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CoglTexture *
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cogl_texture_new_from_data (int width,
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int height,
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CoglTextureFlags flags,
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CoglPixelFormat format,
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CoglPixelFormat internal_format,
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int rowstride,
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const uint8_t *data)
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{
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CoglError *ignore_error = NULL;
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CoglTexture *tex;
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_COGL_GET_CONTEXT (ctx, NULL);
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tex = _cogl_texture_new_from_data (ctx,
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width, height,
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flags,
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format, internal_format,
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rowstride,
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data,
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&ignore_error);
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if (!tex)
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cogl_error_free (ignore_error);
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return tex;
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}
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CoglTexture *
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_cogl_texture_new_from_bitmap (CoglBitmap *bitmap,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format,
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CoglError **error)
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{
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CoglContext *ctx = _cogl_bitmap_get_context (bitmap);
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CoglAtlasTexture *atlas_tex;
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CoglTexture *tex;
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CoglError *internal_error = NULL;
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/* First try putting the texture in the atlas */
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if ((atlas_tex = _cogl_atlas_texture_new_from_bitmap (bitmap,
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flags,
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internal_format,
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&internal_error)))
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return COGL_TEXTURE (atlas_tex);
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cogl_error_free (internal_error);
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internal_error = NULL;
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/* If that doesn't work try a fast path 2D texture */
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if ((_cogl_util_is_pot (bitmap->width) &&
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_cogl_util_is_pot (bitmap->height)) ||
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(cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_BASIC) &&
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cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP)))
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{
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tex = COGL_TEXTURE (cogl_texture_2d_new_from_bitmap (bitmap,
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internal_format,
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&internal_error));
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if (!tex)
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{
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cogl_error_free (internal_error);
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internal_error = NULL;
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}
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}
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else
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tex = NULL;
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if (tex)
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{
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CoglBool auto_mipmap = !(flags & COGL_TEXTURE_NO_AUTO_MIPMAP);
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cogl_primitive_texture_set_auto_mipmap (COGL_PRIMITIVE_TEXTURE (tex),
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auto_mipmap);
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}
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else
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{
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/* Otherwise create a sliced texture */
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tex = COGL_TEXTURE (_cogl_texture_2d_sliced_new_from_bitmap (bitmap,
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flags,
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internal_format,
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error));
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}
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return tex;
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}
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CoglTexture *
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cogl_texture_new_from_bitmap (CoglBitmap *bitmap,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format)
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{
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CoglError *ignore_error = NULL;
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CoglTexture *tex =
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_cogl_texture_new_from_bitmap (bitmap, flags, internal_format,
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&ignore_error);
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if (!tex)
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cogl_error_free (ignore_error);
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return tex;
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}
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CoglTexture *
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cogl_texture_new_from_file (const char *filename,
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CoglTextureFlags flags,
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CoglPixelFormat internal_format,
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CoglError **error)
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{
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CoglBitmap *bmp;
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CoglTexture *texture = NULL;
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CoglPixelFormat src_format;
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_COGL_GET_CONTEXT (ctx, NULL);
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_COGL_RETURN_VAL_IF_FAIL (error == NULL || *error == NULL, NULL);
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bmp = cogl_bitmap_new_from_file (filename, error);
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if (bmp == NULL)
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return NULL;
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src_format = cogl_bitmap_get_format (bmp);
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/* We know that the bitmap data is solely owned by this function so
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we can do the premult conversion in place. This avoids having to
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copy the bitmap which will otherwise happen in
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_cogl_texture_prepare_for_upload */
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internal_format =
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_cogl_texture_determine_internal_format (src_format, internal_format);
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if (!_cogl_texture_needs_premult_conversion (src_format, internal_format) ||
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_cogl_bitmap_convert_premult_status (bmp,
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src_format ^ COGL_PREMULT_BIT,
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error))
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{
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texture =
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_cogl_texture_new_from_bitmap (bmp, flags, internal_format, error);
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}
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cogl_object_unref (bmp);
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return texture;
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}
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CoglTexture *
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cogl_texture_new_from_foreign (GLuint gl_handle,
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GLenum gl_target,
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GLuint width,
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GLuint height,
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GLuint x_pot_waste,
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GLuint y_pot_waste,
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CoglPixelFormat format)
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{
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_COGL_GET_CONTEXT (ctx, NULL);
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#ifdef HAVE_COGL_GL
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if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
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{
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CoglTextureRectangle *texture_rectangle;
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CoglSubTexture *sub_texture;
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if (x_pot_waste != 0 || y_pot_waste != 0)
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{
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/* It shouldn't be necessary to have waste in this case since
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* the texture isn't limited to power of two sizes. */
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g_warning ("You can't create a foreign GL_TEXTURE_RECTANGLE cogl "
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"texture with waste\n");
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return NULL;
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}
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texture_rectangle = cogl_texture_rectangle_new_from_foreign (ctx,
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gl_handle,
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width,
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height,
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format,
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NULL);
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/* CoglTextureRectangle textures work with non-normalized
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* coordinates, but the semantics for this function that people
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* depend on are that all returned texture works with normalized
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* coordinates so we wrap with a CoglSubTexture... */
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sub_texture = cogl_sub_texture_new (ctx,
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COGL_TEXTURE (texture_rectangle),
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0, 0, width, height);
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return COGL_TEXTURE (sub_texture);
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}
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#endif
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if (x_pot_waste != 0 || y_pot_waste != 0)
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return COGL_TEXTURE (_cogl_texture_2d_sliced_new_from_foreign (ctx,
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gl_handle,
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gl_target,
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width,
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height,
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x_pot_waste,
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y_pot_waste,
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format,
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NULL));
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else
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return COGL_TEXTURE (cogl_texture_2d_new_from_foreign (ctx,
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gl_handle,
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width,
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height,
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format,
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NULL));
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}
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